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Category: Student projects

How can technology accommodate people feeling lonely

  As the world becomes more digitized, more people experience feeling lonely. Especially the younger generation is a victim of loneliness, and there is a need for this to be articulated. This Master’s thesis is an in-depth study on how the utilization of technology can help people feel less lonely.  Through this examination, the study illustrates that loneliness is manifold, and can be divided into loneliness as a state and loneliness as a feeling, also known as solitude. The study is focused on loneliness as a feeling, and through the use of cultural probes it investigates how people feel and process solitude in order to…

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Human Instruments

  An interactive, playful installation which uses sounds and computer vision to affect a crowd. The installation is designed to take over a public square by appropriating and disrupting its use, thereby making people reflect on their behaviour.     PROJECT MEMBERSOxana Jonsman, Mike Kalsig. COURSEPlayable Media (Games, 2nd semester)

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Awkward Algorithms

With the advent of emotion recognition in consumer products, technology is set to play a more intimate role in people’s lives – but understanding the possible implications is not easily achieved through traditional methods of inquiry. This thesis project builds upon the framework of reflective design, which prescribes a socially responsible technology practice, and presents awkwardness as a strategy to spur necessary critical reflection on part of both developers and users. In a research through design process, the concept is underpinned by the development of a speculative voice assistant prototype, Frank, who is deployed for two weeks in three different domestic environments. Frank is based…

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IoT Research Platform

My project is about how it is possible to instrument common everyday environments to support physical rehabilitation through daily activities. My project specifically centers around the instrumentation of a staircase. I have in my project developed an IoT Research Platform which is able to instrument a staircase with mats to support knee rehabilitation. The IoT Research Platform consist of several physical and software components; Raspberry Pi Zero W, Node-Red, IBM Cloud and Firebase. The IoT Research Platform can be used to further advance research surrounding the topic of instrumentation of everyday environment to support physical rehabilitation. PROJECT MEMBERS Rasmus Hans Christensen    

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The Pulsating Fruit Bowl

We situated a specific interaction expressed by our main topic being the ripeness and decay of food. The design context was inspired by our audience being visually impaired. Our prototype illustrates how visually impaired people inspired us to work with touch and feel which became the foundation for the prototype. We wanted to seek a deeper understanding on how to conduct research through design by working with senses in relation to our audience and topic. DESIGN BRIEF Design a way to subjectivly experience the ripeness of a fruit through touch and feel and allow the users to reflect upon the interaction. DESIGN CONCEPT Create a fruit bowl which allows the user to assess and…

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Collective Affective Loops

Designing for shared experiences in Affective Computing This thesis explores the proposed concept of a Collective affective loop. The Collective affective loop aims to reinforce a mutual emotion within both its users, and increase the engagement in the social experience. A prototype was built in the social context of a blind date. This social context was chosen for its specific set of expectations, culture and rules. We anticipated that participants were more likely to express a smile in this social context, as it would be perceived as a positive gesture. Through the applied technology of Facial Expression Recognition (FER), the system tracked both participants’ facial…

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Heather: A Body of Art

Multisensorial experiences through the merging of art and socio-digital materials In classic museum spaces, visitors can only experience paintings visually and at a distance. This distance is meant to conserve the piece, but it takes away from the visceral, sensuous experience of art. This project attempts to close this gap by enabling visitors to experience a painting affectively. The prototype (with the endearing name: Heather) functions as an affective and emotional reenactment of the original artwork. Heather features a canvas based, touch sensitive interface, which mimics the textures of the original piece. Interacting with Heather affects a dynamic, ambient soundscape. Different areas of the interface…

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SoundDive

SoundDive is the result of a collaboration between the Center for Art, Design and Technology (CATCH) in Elsinore and AIR LAB at the IT-University of Copenhagen. The installation is an auditive augmented virtuality experience of a science-fiction soundscape. The soundscape represents what the deep sea around Elsinore could sound like in the not too distant future. When entering SoundDive, users encounters the buzzing of internet cables along the seabed and drones speeding by them as they explore and interact with the soundscape by moving around the room. The project was an experiment in how sound could function as the main modality of mixed reality experiences.…

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Sensuous Exploration of Commons in Urban Spaces

Urban nature is all around us, entangled in all aspects of our human life. Nevertheless, people don’t seem to notice it, leaving it to be considered as something unvalued and unnoticed. We have found this to be rooted within an ubiquitous anthropocentric mindset flourishing within the human race. We have explored ways to ‘stay with the trouble’, through design to cultivate new ways of commoning in urban nature. To do so we have collaborated with Growing Pathway; an urban planning organization to rediscover the affective socio-natural relationship between urban nature and human beings. Within the field of interaction design, we have developed a sonic design…

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Advanced Design Processes Course Supervision 2019

In the fall semester of 2019, AIR LAB assisted students in the course "Advanced Design Processes" to build a wide array of prototypes. In this compilation we present a selection of the work that came out of the collaboration, while highlighting the most important technologies that brought these designs to life. 1. Hear Me Now A kinetic pendant lamp reacting to noise levels in the room. It is meant to increase the awareness of the daily challenge in noisy spaces, for hearing-impaired individuals, in work environments. An increased noise level makes it hard or impossible for hearing- impaired to follow the conversations in a meeting room/work…

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FlightFun

  FlightFun is an affective design concept created to help individuals with flight phobia to better deal with their fear and irrational thoughts. When most people think of flying, they think of travelling, exciting experiences and a load of other positives. Other people find it terrifying and find themselves wrestling with their phobia, unable to relax and enjoy the flight. FlightFun is an affective design concept created to help individuals with flight phobia to better deal with their fear and irrational thoughts, it takes place in a group therapy setting, allowing one therapist to work with multiple clients at once. One user experiences a Virtual…

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Drawing Music

An exploration in affective art Drawing Music is an investigation in how music affects people. The project is connecting analog drawings with digitally manipulated music, and raises the question... How does my drawing affect the music, and how does the music affect my drawing?   The project was exploring sound and its influential qualities. It aimed at creating a synesthetic experience between drawing and music connecting the hearing and the kinetic sense. The installation merges digital and analog medias to create a rich and natural interaction.   The concept Drawing Music is exploring how the energy, the mood and the tempo of a piece of…

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